Sava18
Sava18
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Blight is the god of this game, god gameplay and god fun. Everything else is boring by comparison. If you like sadako, you must really like holding w as killer yeah? Same with Artist. Blight nullifies the most boring and unskillful part of the game.
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OH BOY another audiophile post I wonder if it will be the exact same as the last 55 I have seen? It's almost like the game is the most balanced it has ever been and solo queue is just waiting on it's efficiency patch(which won't help because people will still do nothing!!!!!!!!!! lol). The fact that the kill rate was 53% before 6.1.0 shows how gross the game was.
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@th3syst3m said:
DC penalty is off, thank god.
If true guess I will take a break for a bit
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It really be like that.
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Actually I have only been playing at 1-4AM on na and no one DCs even after getting downed by lethal blight 30 seconds after the match starts. Although all the survivor's are running hard meta so that's probably why.
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@Pulsar said:
That house isn't even close to an infinite.
However, the main building can be very difficult to deal with if it spawns the good windows. It can also spawn neither and be a dead structure.
Really wish things like this would change. Father cambells is the same, you either get really good window spawns or it's pretty usless.
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@solarjin1 said:
[[ass hat tier]]
Doctor: 70% of docs will shock u around the pallet 20 times thus extending the loop longer than it would've been if he just allow you to pre drop.
Wraith usually running noed, or hitting u on hook for burning him out of cloak.
Trickster love to stay in eye shot of the hook and super frustrating 1v1
legion...............
Myers: tombstone is no no
Twins: 500 games and only saw them 4 times but sill unpleasant.
[[good boy/girl tier]]
Piggy: boops will guarantee u the hatch 50% of the time
demogorgon- the king of good boys
Huntress: play hard but usally feel fair
Freddy: Really don't do much to dislike and kinda just forgettable
Hillbilly: Will commit to fun long chases and the only instant down that feel fair.
Nurse: fun to predict the movements and anticipate landing spots (I'm in minority)
blight: Same reason as Nurse
Everybody else range from minor annoyance (prymid head)
to Super annoying like (artist)
LOL when I started playing dbd I was a doc main for a short time and all I did was shock people until they were t3 and then down them.
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TBF most killers gameplay are not fun. The issue is that most killers will put you in a position where there is no outplaying regarding their power. Things like billy and demo are often regarded as fun to go against because it's usually skill oriented around tiles. On the flip side there are things like artist and nemesis where you get punished even if you play well at tiles and then force you to hold w which is skill less. It's why blight is perfect for this game, as I said every killer has something where you can't do anything and blights is no W which is great for both sides and outside of a few add-ons that really take away game play at tiles he provides the most skill expression for both sides. And to be honest the add-ons I would say take away the most counter play from survivors at tiles are c33 and green speed not the ever hated alch-ring(don't get me wrong add-on is busted).
If anyone is NA and has the ability to play late at night/early morning I would try it some time, survivor's are sweating at those time's and rarely dc. When I say sweating I mean like 3 stacked green med-kits and full meta builds, that usually convinces them not to DC regardless of getting downed by lethal pursuer blight 30 seconds into the game.
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@Theminatar said:
This is literally a humble brag, but I finally achieved a goal of mine since playing DBD.
https://us.v-cdn.net/6030815/uploads/0G67G13WTOA4/screenshot-7.png
I faced a premade SWF including a professional DBD killer who claims to be #1 in the world with Plague for 4k's and downs, 6th in the world with Artist 4k's.
And I 4K'd them as The Huntress. It has always been my goal to play against someone with much higher skill than me, and win. Sadly at the end they claimed that I was teleporting.
I have never gone against a comp player without them being salty in the end game. All I want in this game is to go against strong players( not mid players running the strongest stuff which people mistake for each other sometimes). When it comes to comp teams I like the challenge of going against a great team because they are not necessarily good chasers, but my favorite thing is most definitely going against strong chasers which is rare.
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@Vampirox said:
CoH is not even a problem anymore
the people who consider it a problem are the people that cant change their hit and run gameplay style
Plus i rarely see CoH in my games anymore, what i do see is 3-4 medkits almost every game which i dont blame them for toolboxes/maps/keys are utter trash and need a rework at this point
CoH is the 3rd most used perk in my games. In solo it allows people a place to reset without wandering aimlessly, in a swf the team can reset in the time it takes a killer to hook. Just because it's effect has been halved doesn't mean it's not extremely strong just by nature, it's one of those things where the only way it's not op is by gutting into the ground and by then no one will use it. It simply needs a rework so it can have a strong effect.
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It could be auto dh but ever since their hacker-fix patch I have noticed way less auto dh. Blight is the best killer to bait dh with by a mile and before that patch I would see it a couple time's a week, now I never see it.
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Me immediately buying doctor when my friend convinced me and some other to play, 2 of them actually knew how to play the game and the other were first game like me. Red forest.
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@Terion said:
This is gonna be VERY unpopular but: Looping.
on both sides actually. I might survive more often if the game would resolve around more hiding and have less looping tiles, more evading possibillitys.
And as a killer i would enjoy it more chasing someone around the map and through paths than in circles. Would be more immersive i think.
What do you mean paths? Because looping and chase is the only skillful thing survivor's can do. You just want to chase them as they drop every pallet on the map and nothing else? I mean I guess if you play m1 killers you might hate it, but they lack the ability to express too much skill in general.
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It's away better to play against then previously but people that defend the interaction of "waiting it out" as interesting gameplay are lost. Sniffing someones neck is so boring and tedious. At least blight can bait it out easily just as before rework. As a side note I have seen way less auto dh since their hacker update.
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@Pulsar said:
As an unofficial rule, I don't blame people who DC after the first Survivor suicides or DC's.
It would be nice to receive some official compensation
Yeah after the first person DC's(they are lame and should stop playing) just die asap so I can play a real game.
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Never experienced this to my knowledge. Though I don't see why people would hide it in the first place, either than to hide the advantage to spite the killer.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3268914#Comment_3268914
I am a Survivor main based off my stats but it would probably be hard for some to tell off the forums because I tend to play devils advocate a lot for Killer since I also love playing it at an equal level
I feel the same way. I like playing even matches where it's possible either side wins. The best games are when all gens actually get done vs an altruistic swf with good players. It's either going to be a 4k or 0k and both sides are fighting for that, which was my problem with basekit ub honestly, just that end game being taken away from me. I can't stand DC's/suicide on hook because the game is just work for me at that point, no competition.
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Peanuts literally said that DH doesn't favor either side now, so either you have bad latency or you did too late. It does have a small wind up. So it's predict not react now. It doesn't need a buff it's still S tier LOL. Sorry it went from SSS tier to S tier.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3269020#Comment_3269020
They kinda did that with Boons, didn't make them high risk high reward, and this community complained because of CoH, calling boons a "huge mistake".
Those are just perks, and people complain because boons have no real counter play from killer side regardless of what people think. The killer wastes more time in relation to the game than a survivor booning. Just put it in a deadzone or in a broken spot like iron works and the killer just has to leave it up.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3268608#Comment_3268608
There pointing out the flaw in your comment. Maybe have a better argument next time? Because it is true that just because it isn’t commonly seen doesn’t mean it’s okay.
@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3268438#Comment_3268438
"Just because something is powerful doesn't mean it needs to be taken out when only a handful of players can effectively use it and usage is negligible"
Imagine using that logic in the real world. "Just because hydrogen bombs are the scariest thing ever developed by mankind doesn't mean they need to be kept in check when they exist only in the hands of a small percentage of the world's leaders."
If you know the blight has iri tag there is more you can do than against c33 and alch ring, maybe even green speed. Plus his comment does hold more wait the regulus, as there is probably 200-300 blights who can actually use iri tag effectively as opposed to bully squads and double range nurse. Do I think iri tag is strong? Yes. Though I'm not 100% sure it needs nerfs before many more things in this game. Though I know versace is quite biased so I'm not sure how much of a point there is in including them here.
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@Regulus47 said:
Whoever thought blight needed an instadown was doing too much blight serum. That addon has next to no counter if the blight knows how to use it, and desperately needs a nerf alongside like all of his others. I suggest that it should reduce his movement speed while rushing for each rush, like a reverse blighted crow so there's a little more nuance to it rather than "bump four times j flick and instadown"
While I do think it is extremely strong, unless you are dead zoned you can typically make a blight have to flick or hug for it which are pretty counterable. There is also using lockers like you would a bubba except there is no perfect timing just wait for fatigue and you may get out without taking an m1. Really the greatest strength of iri tag is the fact that most people probably don't know it exists. Although I say that, I have probably only lost with it less than 5 times and one of them I went against the best survivor I have ever gone against at least in terms of playing vs blight.
@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3268292#Comment_3268292
You say more nuance to it than just 'bump four times j flick and instadown' but I'm willing to bet 99% of Blights don't have the bump logic or teching skills to actually hit Survivors with it that aren't in a complete deadzone. Its one of those addons that catches you off guard because you're not expecting a Blight to actually run it, but after that its fairly easy to work around. Out of all the Blight addons to talk about this is definitely not even in the top 3
What makes Blight S tier is how fast he can cover distance, but Iri tag requires you to permanently concede that distance in exchange for a oneshot that you're not gonna be able to land at will. It requires you to sacrifice easy M1s and efficiency for the sake of a gimmick controlled by the Survivors. There are a few exceptions though like deadzones, and unsafe tiles like a TL so Its really fair when you think about it. Blights are extremely easy to loop on certain tiles while devastating on others. If a Blight is able to spam rush into a wall and hug-tech or moon-rush his way to a one shot down even if you're on a safe tile then they clearly deserve it at that point and they would eventually outplay you anyway unless you're a top% Survivor
You are a survivor main right? I don't know if I have ever seen you say something I disagree with at least to my memory. I try to be as unbiased as possible so maybe that's why.
@GrimoireWeiss said:
I like using Iri Tag, Alch Ring + Lethal, Infectious, Distressing and Deerstalker for... You know what 👀🤭
Yeah, WR build is quite disgusting. Except for once, the few time's I have ran it I have gone against survivor's who have no right to go against me which makes me feel bad, so I got that under lock and key until mmr is really trying one day lol.
- Most fun add-on set in the game while also being super strong, after 6.1.0 I feel bad running it
- Not as strong as 1 but nearly as fun
- I could be wasted with one eye open and get a 3k
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I mean what is your definition of balanced, because to me the range of power in this game is beyond absurd. There's killers like base-kit wraith compared to alch-ring iri-tag blight. Healing speeds are too much(med-kits). gen times vary based on perks too much like hyper focus and full slowdown. Pretty much every m1 killer should lose to a good team solo or not regardless of the killer's builds(though this is a stretch since 90% of the players in this game are bad even older players). Nurse exists, sorry nurse defenders she is bad game design. MAPS are awful. MMR works when queues are close, but if not then it's all over the place. I get it's dbds bit but there really is too much rng, it's to the point where it's actively taking away skill expression, whether that be dead zones for no reason or tiles that chain together so much that infants could run it, or even maps that chain together( obvious one is cowshed but other maps have the potential to do this too).
This game is in the best state it's ever been and yet it's still far from where it should be. No one expects trapper to ever be close to nurses power level, it's just incredible how wide the gap is between them.
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More like hex's need to be reworked, they are pretty useless unless it's devour and that's only because devour is just that strong. Well, and plaything/pentimento but those are almost not hex's anymore, way less risky. Contrary to boons which will always gives some value outside of exponential, but even exponential is insanely powerful in the right situation usually revolving around swfs.
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Either way too close or they just don't spawn. I don't know what they did to auto haven and macmillan but I was trying to teach my friend Blight the other day and show him how to run generic tiles. I took him to coal tower first, not a single generic tile all of them were the new ones. Then I took him to wreckers yard and the exact same thing happened. I noticed pallets either weren't spawning or two right next to each other. Sad they ruined the two best realms.
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I keep saying this but ruin was over rated. The only killer's who could make it work were high mobility killers and even then hex's have such bad locations you may not get the time needed to get value. After boons came out most people learned all of the possible spawn locations, even solo's would find it pretty quick. I never ran ruin again after pain res released. The only hex I have ran in like 10 months is plaything if that even counts.
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Doubt it will ever be touched. Just hope the survivor's don't abuse it.
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@HoodedWildKard said:
It sucks ass. They should remove the exhausted condition. Makes iron will next to useless if paired with dead hard, balanced landing etc.
Thats the point 100% was op and they don't want a stealth perk to be a chase perk.
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Almost 50/50. This game is blight for me, but playing with my survivor main friend when he is on is fun. Though before 6.1.0. I didn't play any survivor, kinda had a mental block due to how I felt about survivor's at the time.
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My survivor main friend broke trapper gameplay down like this the other day. If he gets basement then he gets a 1k or we play into his game with a large risk for more fun with the potential of a 4k. Trapper pretty much just has basement left my guy, and its up to the survivor's to play into it or not.
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I started playing in 2021. I watched as survivor's got DH buffed to god status and CoH added to the game when I was still new. The game got way more irritating after those two things happened. People don't realize the fact that 53% kill rate over all wasn't fair once you factor in that solo's still had no communication and killer was still a free win for bad/new players. That's just how strong the meta for survivor's were before the changes. Once they add that solo queue information change and tweak mmr some more for survivor's. This game will be in a really really good spot after those changes eventually happen. Although right now I am bored of dbd, I am playing ow2 for the most part. For the past month I'll get the urge to play blight, come back, play one game and realize even though I want to play blight, I don't want to play dbd right now and get off.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3266782#Comment_3266782
“Just comes down to reading survivors”- in other words, the way the game should be? Or do you think survivors running in circles and pre dropping safe pallets is good gameplay?
My point there is in regards to her skill ceiling, that's all she has to do because the muscle memory doesn't take long to get down. Blight has to learn the power, learn the tiles, learn all the collision on every map, learn how to read survivors and the icing on the cake is everything tech related but that just come with a little practice just as nurse. This game is not that difficult and while nurse isn't easy to pick up, it doesn't take long. All I'm saying is her power level isn't justified for what her power is.
Looping is the most skillful thing survivor's can do, scratch that the only truly skillful thing survivor's can do. While I think m1 killers and pure anti loop killers should never be added again due to their lack of skill expression, looping should be involved. You know character's that force you to loop or die and there's like 3 of those including nurse though in reality holding w and breaking LoS can't be considered looping lol.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3266782#Comment_3266782
The problem there is a single perk that causes it. It isn't to make her blink attacks special attacks. Because unlike any other killer, she would literally NEVER be able to do a basic attack otherwise and then a significant number of WEAKER perks would be useless on her, forcing her into the hard meta perks, making her more oppressive. The better solution to the starstruck problem is to give her a super tiny terror radius (like 8 meters) and give her a 40 meter lullaby.
NOED/Devour. Or if you really don't want lose sloppy butcher just make it so insta downs don't work on her. There is 0 good reason why insta-downs don't work on her.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/354898/reasons-for-the-nerf-nurse-threads
(A) Maps do not have consistent LOS blockers. Nurse is different because she has different chase mechanics than other Killers. However, Nurse is one of the Killers such as Blight and Billy where if they can aim accurately you're done for. People remember bad experiences more than good ones so these experiences stand out.
The tricky part is finding the balance.
Some maps are a purge for the nurse; I'm thinking of Lery in particular. The number of walls is absolutely absurd, not for nothing is it the worst map for the nurse.
However, I'm not complaining about it, beware! I was just talking about the technical aspect.
Other maps are easier for them, even if it depends on the survivors in front of them, of course.
For example, on ... the nurse's map itself, the asylum, the central building is obnoxious when used against her, but on the other hand, there are nice deadzones all around, even if a survivor who goes around the building along the wall might be problematic for the nurse who follows him.
That's the challenge: how to create a map that has enough LOS breakers, without falling into "not enough" or "way too much hello Lery!"
"(B) People mischaracterize the win condition of games due to this being a 4v1 game. The win condition is not being able to outchase Nurse; the win condition is escaping. If the survivors do gens faster than the Nurse can down people then the survivors get a 3E or 4E and win. You may lose a lot of chases faster than you like but if you have a 3E or 4E the survivors still won."
I also think that in addition to what you say, some players compare the nurse to the other killers, as far as the hunt is concerned; against the other killers, it is quite possible, depending on the loops, to envisage the killer LOSING the hunt; against a nurse, it is of course also possible to envisage it, nurse=/=losing the hunt, but the probability is of course less; as a result, the goal is no longer to win the hunt, but to make the nurse lose as much time as possible I know I'm pushing an open door, but I really feel that some people lose sight of this detail.
(D) Nurse has different chase mechanics than every other Killer in the game. The only way to improve against Nurse is to versus Nurse or play as Nurse. This means a lot of players who are really skilled against other Killers can really struggle against Nurse.
I had mentioned this point several times, on some threads.
The problem is that we have on one side the nurse, and on the other side the (soon) 29 other killers with an identical movement pattern (they walk).
Statistically, a survivor, in his life as a survivor, will encounter many more "walkers" than nurses; so they will become, in the end, much better at facing "walkers" than at facing nurses.
This explains why we sometimes find survivors with 3k, 4k hours, who can play well against walkers, but who play like potatoes against nurses.
Moreover, and I agree with you on this, the best way to learn how to play nurses is to either play them, or, even better, to meet, know, and work with a main nurse, in order to be trained in a personalized game against him.
The best way is to get to know several hand nurses, in order to vary the types of gameplay during the training.
Some people will tell me : "It's only a game, we shouldn't have to train !"; which would not be a valid argument, when we see the amount of energy that the survivors deploy to learn by heart the loop paterne in the shack, in the LT, to learn by heart the position of the people / totems for each iteration of each map, etc.
"(E) Bandwagoning, echo chambers and perception. People have complained about Nurse for a long time so an inertia has been built up regarding Nurse. However, if the data does not match your perception then that's probably because your perception is wrong. To be clear, I don't know if Nurse is completely fine or needs changes because I don't have the data. However, neither do the Nerf Nurse posters as only BHVR has the data. The only data we have is limited and it doesn't indicate an issue but only BHVR has the comprehensive data necessary to interpret it completely correctly. As such, all statements on whether Nurse is fine or not are opinions and not fact. Are people actually complaining about Nurse over an actual issue that has a disproportionate effect on wins or because other people do so?"
Indeed, we are talking about the mass effect.
A person will start complaining about something, trying to pass on his feeling, and only his feeling, as a universal truth.
And from there, others will say: "Oh, but wait, he thinks the same thing as me, it must be true?!"; or "What does he say? That this, that and that? Yes, though ... not wrong ..."
Finally, some will go so far as to use this kind of rallying to comfort themselves in their own ideas, even if it means considering only this truth as THE established and irrefutable truth.
I wonder: do people say the nurse is too strong because she is?
Or is the nurse too strong ... because people think so and say so?
The issue I always have with your posts about nurse is you want the game to be balanced around nurse when that is absurd. And also Blight and Billy are not just "aim well = down" there are resources in the game that allow you to deal with blight and billy even if they predict you. Nurse on the other hand can just get lucky and down you. My issue with nurse is that she doesn't even lick blights feet in terms of max skill level but she is allowed to be the strongest killer.
Even when people who are insane against nurse are going against her, it's really just a bunch of 50/50s unless there is LOTS of LOS blockers not just one.
Here is a question for you. Give me one reason why nurses blink should be basic attacks still, I don't think there is any viable reason at this point.
Go watch alfs game vs hens team. There is way too many times where the agi starstruck build just auto wins him the game, in contrast to a slow down build. Nurse has the lack of counter play problems 3-4 blight add-ons give him but with add-ons and perks especially.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3266766#Comment_3266766
how did you guess the times i exclusively play at lmao
I'm in your walls of course. Nah that's when I play.
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I mean in regards to (E). We know Nurse is the strongest killer in the game, every player on both sides agrees. Every killer put's you in situations where there is nothing you can do for the most part, the weaker killers far less than the stronger killers. Nurse does that more than any other killer. What baffles me is when making blight they tested his rush hits being basic attacks and it was way too strong. Currently what make's nurse unfair is the fact that she can insta-down you with her blinks. And don't give me that " but all she can do is blink", yeah that's correct play 5 game's and you will have most the muscle memory down and realize that she starts recharging her blinks while fatiguing. She has the highest skill floor, but her skill ceiling really just come's down to reading survivor's and nothing else.
(D) hag and blight come to mind here as well.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3266758#Comment_3266758
In my experience, the amount of matches since 6.1.0 where the Killer hasn't tunneled or camped could be counted on my fingers.
So you are saying that every game you play the killer either camps for a good amount of time or tunnels someone from first hook until dead? That's just hard to believe. Maybe killers from 8pm to 4am are just built different.
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You are now good at hockey, be proud of that fact.
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@Dogma_loki said:
Killers love to pretend they actually leave the hook when the reality is most of them just go far enough to entice people to go for the unhook and immediately rush /teleport back for the easy downs. Sadly this pathetic tactic results in majority of my actual hooks.
Survivor's need to stop pretending people tunnel and camp as much as they do. I have been hard tunneled once in all of my survivor games since 6.1.0. It may happen to some people more frequently, but most of the time it happen I bet it's some terrible killer player who is just trying to squeeze out a kill.
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@Volcz said:
I think the perk was fine and people over exaggerated. It helped chases with the strong killers at the time (Nurse, Blight, Spirit) that a lot of times relied on sound to find out exactly where they were during chase. I liked it because it brought more mind gaming to chases. Anyone with decent headphones can hear you making noise now (even if you're playing a quiet character like Ace or Ada) and the perk deactivating while exhausted makes no sense to me at all. I know it won't be reverted but there's a reason almost no one brings it now unless they're trying new builds, messing around, or playing casually versus at a higher MMR.
Nah it was one of the strongest perks in the game forever. It took basically no skill to use, and most of the time it was used to just w away from the tile. Did it really feel that good to just win a chase because the killer lost a 50/50 between mind gaming the tile and predicting W? It was just a poorly designed perk that people got way to used to running. It also always baffled me how the survivor perk to negate noise wasn't affected by stridor.
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Objectively this game is in the best state it has ever been in and it still has an extremely far range of power level. So hopefully the future will hold something better. And most of all I hope player's on both sides choose to get better at the game, because most player's are not good lol. Though the best patch will probably be when they add indicators for solo queue unless they also do a bunch of other changes that ruin the balance of the game in the game patch. If you get 4 good solo players on the same team they can be better than a good amount of swfs contrary to popular belief it's just that is very uncommon.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3265778#Comment_3265778
What about me tho? xD
I didn't tunneled or camped a single survivor in any of these 4 matches in a row. And in all these 4 matches, I complimented them for actually giving me a challenge, but they just said: "Tryhard"... Excuse me?!
It's roar, there is no point in conversing with them.
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@HugTheHag said:
It's miserable on Trapper, Hag, Ghostface, Pig and probably Myers as well.
Some branches have weird collisions that I could see cause problems for killers for whom that matters.
Apart from that, very cool map in my opinion !
aha funnily enough, blight can pluto on the actual tree branches on that map, because they are just low enough for his head to touch them but have not collision.
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4 med-kits for me = iri-tags requirement has been met. I bet most survivor's don't even know blight has iri tag or what it does.
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Yep being stuck in low mmr survivor as solo queue is terrible. This is the only game where I think mmr hell truly exists. It really just shows how bad the rating system for survivors are. You can run the killer for 4 min before going down but it doesn't matter if no one is doing gens.
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Honestly with all the hate Blight gets on these forums I pretty much never get salt anymore, even when I run iri-tag vs 4 med-kits. The only time I get salt is typically on the off chance I run alch-ring these days, but even then it's rare. I guess most people realize if you run the best things all the time, you go against better killer's playing better killer's. Although before 6.1.0 salt was much much more common, like people were entitled to their win.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3264693#Comment_3264693
"Aside from a few things here and there, the skill ceiling in this game is very low".
I wouldn't say that, you could easily tell the difference between some one with 500 hours, or 2000 hours.
"Really experienced Survivor players can make a game feel like comp."
They really cant. Try scrimming with a team and tell me that youve faced anything remotely close to that in a pub game (and even then, you wouldnt get the full experience). Even as a killer your mindset is completely different when going into a game. Ive never played in a competitive game outside of scrims and the team I played with would frequently create scenarios. You dont play for kills or hooks, you play for points. This also doesnt matter what side youre playing on. Another thing is most killers are doing just fine in comp, the game is balanced for a 2k and for the most part thats exactly whats happening. And when the killer doesn't get that, theres usually a reason behind it (of course some times they just get outplayed). I'm gonna go off of the point system I remember, may of changed since. In comp, a killer with 2 fresh hooks, 2 kills (so basically just tunnels 2 people out) gets 16 points. This is the exact same amount of points as some one with 4 fresh hooks and 2 other hooks. They may not of gotten any kills, but its the same result. Both teams are aware of each others scores and will react differently to certain situations because of this. When normally you see people in pubs who have no hooks run in to take a hit/down, you'll see just hide and do gens in comp because they're worth the most points for the killer.
Sure these might be some of the best players in this game, but they're basically playing a different game.
I most definitely would say this game is not that hard. While hours do matter a bit if you are not very good while actively trying to improve it's a lost cause. A large majority of players on both sides are not good at this game. It does have a pretty casual player base but even the people running full meta who you would think are trying to improve are not that good. I went against a 6k+ Elodie who had no idea how to play vs blight while on the other hand in that same game I went against an 800 hour nea who was leaps and bounds ahead of that Elodie in terms of skill. They even got their first pluto off against me on shack and were very happy about it. Also I would consider looping to be the only truly skillful thing on survivor and the comp teams I go against have maybe 2 decent to good loopers while the other two are not that great IMO. And even those two who are decent to good you wont find out how good they are until they are forced to stop pre-throwing and hold w. And even then all the comp teams I have gone against are running the best stuff possible even though half of it wouldn't be allowed to be used in comp. But to be fair I and everyone else who doesn't play this game for a living won't run into them very often as they are probably scrimming rather than going in to pub stomp. The best loopers I have ever gone against are just random people playing pubs who are built different. They probably never intended to play efficiently and died on repeat trying to get really good at looping and they succeeded. But those players are few and far between.
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I eat pallets for breakfast, lunch and dinner. Throw it and stun me or greed and get hit.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3263386#Comment_3263386
You also dont need to compare the absolute weakest with the absolute strongest in terms of killers. We all know that trapper's kit is outdated and relies more on gimmicks and basement builds in his current state.
But there are B-tier and maybe some C-tier killer that can get you rewarding games but people only use nurse and blight because their power/addons are so strong that they can crush everything they see.
I know I am probably an outlier but I play blight for how fun he is and him having the highest skill ceiling in the game. I mean I wouldn't play him if he was trapper level but at that point his kit would have such glaring flaw's he probably wouldn't be playable. One of the reasons blight is so fun is because you don't have to wait more than 10 seconds to be on a survivor again. Watching my friend play trickster as someone holds w for the next 30 seconds as he breaks a pallet is so sad in comparison. I can't imagine having to endure such boring gameplay ever again. Blight essentially deletes the most boring part of the game for both sides, but maybe some survivor's don't consider holding w boring.
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I have never personally seen it and dh is the second most used perk in my game's. And you are right I would assume massive lag on one player in this situation but it seems just like a weird bug you are unlucky with.
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Just do something about it, I'm just bored and irritated after a survivor dc's. Really when it's early, because there isn't even a game at that point, just a massacre and maybe even some hiding.